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Furthermore when you talk to someone standing, the images skips, to the point where after a conversation, you can walk out of frame as the game doesn't seem to update itself right away.
Cutscenes seems to be OK for the most part but, when characters are far away however, there faces are distorted, not super noticeable but there however.
I don't think it's enjoyable to play that way, but maybe some guys with knowledge how to work from there can do something with it.
[https://imgur.com/a/dJwPfcC]Examples [/url]
After playing around with this myself, I think the cutscene distortion issue seems to be due to the increased FOV which carries across to cutscenes. I guess the effect is used when characters/objects shouldn't normally be seen in the cutscene. Im not sure if there's a way to decrease FoV when in a cutscene or if it has its own value.
I wonder if there's a way to somehow stretch the black screen fade transition to fill the screen?
Im pretty happy with the fix as is to play the game in 21:9, thanks heaps for finding this!
I'd like to go over a bunch of issues that go along with forcing ultrawide, particularly using OG's ultrawide fix[www.wsgf.org] by susahamat as a frame of reference.
All UI elements are "shifted" to the right[i.imgur.com] -- this is because the display viewport (UE4 term) has been stretched to the left.
Odd cutoffs in screen transitions[cdn.discordapp.com] -- this was widely reported with the OG ultrawide fix[www.wsgf.org] as well.
Characters cut off towards the edge of the screen during cutscenes[i.imgur.com] -- As Hoti noted above, this actually looks like a side effect of increasing the FOV, as i've found this as well (playing in 16:9 w/ FOV 100). The game does some fairly aggressive culling, so you will often find that once characters walk out of frame (when they would normally be no longer visible) they will stop animating or disappear entirely. You will sometimes also have the FOV clip through the floor in certain cutscenes as well.
Camera "locks" to an NPC during dialogue and stays for a split second after[i.imgur.com] -- this is actually a UUU bug. This is probably the one and only thing that would actually be addressed by a more permanent ultrawide solution (i.e. a hex edit of the exe, such that you wouldn't need to run UUU for ultrawide support when you start the game).
It'd be good to cite this thread in your request: " https://steamcommunity.com/app/1295510/discussions/0/3017941618734271203 "
UUU is capable of expanding the viewport but comes with some unnecessary bugs. DQXI-SDK could have a far better implementation as it actually works with the game's internals.
The other plus side to this is that it isn't specifically tied to just 21:9, but can work for 16:10, 4:3, 5:4, etc, etc. Simply making UE4 games agnostic to specific aspect ratios is a huge future-proofing improvement.
using r.setres with only the DQXI-SDK does at least actually change the resolution of the game, so that's nice. Still has the pillarboxes though. I'd have figured the debug menu would work the same in either case. I suppose that's not true?
I'll double check to see if it's because i have the ini set to my ultrawide first. maybe that's the problemo.
If anyone can verify that the UUU debug menu works better than the SDK's unlocked debug menu, that'd be great.
At the moment, only UUU actually expands the viewport, hence my post above:
If DQXI-SDK implemented the same method of expanding the viewport, it could (potentially) work a lot better than UUU's current implementation. At this point, you can use those commands with DQXI-SDK to adjust the resolution and fov, but it won't actually remove the pillarboxes because it doesn't have the functionality to expand the viewport that UUU has.
As for UUU crashing on you, I can't say for certain (without more info). (For example: you run the Steam version, I'm assuming?). Offhand, I can only advise that you might try the build linked in the Debug Console Guide.
I had totally missed the fact there was a linked alternative build, turns out using the pair of them works just fine when done together. Go Figure. Kinda annoying that there's no way to use older builds directly off UUU's site but hey, beggers can't be choosers.
In any case, the moment I injected UUU 3002, I had no more pillarboxes. Go figure. Thanks.
Edit: Edited the topic of this thread to add a new set of instructions with a new (proper) patch.
Will this only work for 21:9 or can it work (or have to be modified) to work on 16:10? Trying to remove the horizontal black bars on the steam deck
From what it looks like, (similar to what UUU does) it seems to set the game to Vert+ (as opposed to Vert-, the UE4 default), meaning that it will scale dynamically to whatever aspect ratio you set.
The one downside with the patch as it is (with the exact changes Chachardus stated): the field of view is suuuper wide to match. So if you're viewing on a less wide aspect ratio (e.g. 16:10) it will look very "fish-eyed".
Could always make an alternate patch with no FOV changes as well.
More FOV : 1E, 1F, 2A, 2E, 3E, ...
Less FOV : 0D, 0A, 07, ...
3E is my preference for a 3440x1440 monitor.